1 /* $Id: context.c,v 1.64 2000/05/07 20:41:30 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
42 #include "extensions.h"
46 #include "glapinoop.h"
57 #include "simple_list.h"
61 #include "translate.h"
78 /**********************************************************************/
79 /***** Context and Thread management *****/
80 /**********************************************************************/
85 struct immediate
*_mesa_CurrentInput
= NULL
;
90 /**********************************************************************/
91 /***** GL Visual allocation/destruction *****/
92 /**********************************************************************/
96 * Allocate a new GLvisual object.
97 * Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
98 * dbFlag - double buffering?
99 * stereoFlag - stereo buffer?
100 * depthBits - requested bits per depth buffer value
101 * Any value in [0, 32] is acceptable but the actual
102 * depth type will be GLushort or GLuint as needed.
103 * stencilBits - requested minimum bits per stencil buffer value
104 * accumBits - requested minimum bits per accum buffer component
105 * indexBits - number of bits per pixel if rgbFlag==GL_FALSE
106 * red/green/blue/alphaBits - number of bits per color component
107 * in frame buffer for RGB(A) mode.
108 * We always use 8 in core Mesa though.
109 * Return: pointer to new GLvisual or NULL if requested parameters can't
113 _mesa_create_visual( GLboolean rgbFlag
,
115 GLboolean stereoFlag
,
124 GLint accumGreenBits
,
126 GLint accumAlphaBits
,
129 GLvisual
*vis
= (GLvisual
*) CALLOC( sizeof(GLvisual
) );
131 if (!_mesa_initialize_visual(vis
, rgbFlag
, dbFlag
, stereoFlag
,
132 redBits
, greenBits
, blueBits
, alphaBits
,
133 indexBits
, depthBits
, stencilBits
,
134 accumRedBits
, accumGreenBits
,
135 accumBlueBits
, accumAlphaBits
,
146 * Initialize the fields of the given GLvisual.
147 * Input: see _mesa_create_visual() above.
148 * Return: GL_TRUE = success
149 * GL_FALSE = failure.
152 _mesa_initialize_visual( GLvisual
*vis
,
155 GLboolean stereoFlag
,
164 GLint accumGreenBits
,
166 GLint accumAlphaBits
,
171 /* This is to catch bad values from device drivers not updated for
172 * Mesa 3.3. Some device drivers just passed 1. That's a REALLY
173 * bad value now (a 1-bit depth buffer!?!).
175 assert(depthBits
== 0 || depthBits
> 1);
177 if (depthBits
< 0 || depthBits
> 32) {
180 if (stencilBits
< 0 || stencilBits
> (GLint
) (8 * sizeof(GLstencil
))) {
183 if (accumRedBits
< 0 || accumRedBits
> (GLint
) (8 * sizeof(GLaccum
))) {
186 if (accumGreenBits
< 0 || accumGreenBits
> (GLint
) (8 * sizeof(GLaccum
))) {
189 if (accumBlueBits
< 0 || accumBlueBits
> (GLint
) (8 * sizeof(GLaccum
))) {
192 if (accumAlphaBits
< 0 || accumAlphaBits
> (GLint
) (8 * sizeof(GLaccum
))) {
196 vis
->RGBAflag
= rgbFlag
;
197 vis
->DBflag
= dbFlag
;
198 vis
->StereoFlag
= stereoFlag
;
199 vis
->RedBits
= redBits
;
200 vis
->GreenBits
= greenBits
;
201 vis
->BlueBits
= blueBits
;
202 vis
->AlphaBits
= alphaBits
;
204 vis
->IndexBits
= indexBits
;
205 vis
->DepthBits
= depthBits
;
206 vis
->AccumRedBits
= (accumRedBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
207 vis
->AccumGreenBits
= (accumGreenBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
208 vis
->AccumBlueBits
= (accumBlueBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
209 vis
->AccumAlphaBits
= (accumAlphaBits
> 0) ? (8 * sizeof(GLaccum
)) : 0;
210 vis
->StencilBits
= (stencilBits
> 0) ? (8 * sizeof(GLstencil
)) : 0;
212 if (depthBits
== 0) {
213 /* Special case. Even if we don't have a depth buffer we need
214 * good values for DepthMax for Z vertex transformation purposes.
217 vis
->DepthMaxF
= 1.0F
;
220 vis
->DepthMax
= (1 << depthBits
) - 1;
221 vis
->DepthMaxF
= (GLfloat
) vis
->DepthMax
;
228 /* This function should no longer be used. Use _mesa_create_visual() instead */
230 gl_create_visual( GLboolean rgbFlag
,
233 GLboolean stereoFlag
,
244 return _mesa_create_visual(rgbFlag
, dbFlag
, stereoFlag
,
245 redBits
, greenBits
, blueBits
, alphaBits
,
246 indexBits
, depthBits
, stencilBits
,
247 accumBits
, accumBits
, accumBits
, accumBits
, 0);
252 _mesa_destroy_visual( GLvisual
*vis
)
260 gl_destroy_visual( GLvisual
*vis
)
262 _mesa_destroy_visual(vis
);
267 /**********************************************************************/
268 /***** GL Framebuffer allocation/destruction *****/
269 /**********************************************************************/
273 * Create a new framebuffer. A GLframebuffer is a struct which
274 * encapsulates the depth, stencil and accum buffers and related
276 * Input: visual - a GLvisual pointer
277 * softwareDepth - create/use a software depth buffer?
278 * softwareStencil - create/use a software stencil buffer?
279 * softwareAccum - create/use a software accum buffer?
280 * softwareAlpha - create/use a software alpha buffer?
282 * Return: pointer to new GLframebuffer struct or NULL if error.
285 gl_create_framebuffer( GLvisual
*visual
,
286 GLboolean softwareDepth
,
287 GLboolean softwareStencil
,
288 GLboolean softwareAccum
,
289 GLboolean softwareAlpha
)
291 GLframebuffer
*buffer
= CALLOC_STRUCT(gl_frame_buffer
);
294 _mesa_initialize_framebuffer(buffer
, visual
,
295 softwareDepth
, softwareStencil
,
296 softwareAccum
, softwareAlpha
);
303 * Initialize a GLframebuffer object.
304 * Input: See gl_create_framebuffer() above.
307 _mesa_initialize_framebuffer( GLframebuffer
*buffer
,
309 GLboolean softwareDepth
,
310 GLboolean softwareStencil
,
311 GLboolean softwareAccum
,
312 GLboolean softwareAlpha
)
318 if (softwareDepth
) {
319 assert(visual
->DepthBits
> 0);
321 if (softwareStencil
) {
322 assert(visual
->StencilBits
> 0);
325 assert(visual
->RGBAflag
);
326 assert(visual
->AccumRedBits
> 0);
327 assert(visual
->AccumGreenBits
> 0);
328 assert(visual
->AccumBlueBits
> 0);
331 assert(visual
->RGBAflag
);
332 assert(visual
->AlphaBits
> 0);
335 buffer
->Visual
= visual
;
336 buffer
->UseSoftwareDepthBuffer
= softwareDepth
;
337 buffer
->UseSoftwareStencilBuffer
= softwareStencil
;
338 buffer
->UseSoftwareAccumBuffer
= softwareAccum
;
339 buffer
->UseSoftwareAlphaBuffers
= softwareAlpha
;
344 * Free a framebuffer struct and its buffers.
347 gl_destroy_framebuffer( GLframebuffer
*buffer
)
350 if (buffer
->DepthBuffer
) {
351 FREE( buffer
->DepthBuffer
);
354 FREE( buffer
->Accum
);
356 if (buffer
->Stencil
) {
357 FREE( buffer
->Stencil
);
359 if (buffer
->FrontLeftAlpha
) {
360 FREE( buffer
->FrontLeftAlpha
);
362 if (buffer
->BackLeftAlpha
) {
363 FREE( buffer
->BackLeftAlpha
);
365 if (buffer
->FrontRightAlpha
) {
366 FREE( buffer
->FrontRightAlpha
);
368 if (buffer
->BackRightAlpha
) {
369 FREE( buffer
->BackRightAlpha
);
377 /**********************************************************************/
378 /***** Context allocation, initialization, destroying *****/
379 /**********************************************************************/
382 _glthread_DECLARE_STATIC_MUTEX(OneTimeLock
);
386 * This function just calls all the various one-time-init functions in Mesa.
389 one_time_init( void )
391 static GLboolean alreadyCalled
= GL_FALSE
;
392 _glthread_LOCK_MUTEX(OneTimeLock
);
393 if (!alreadyCalled
) {
394 /* do some implementation tests */
395 assert( sizeof(GLbyte
) == 1 );
396 assert( sizeof(GLshort
) >= 2 );
397 assert( sizeof(GLint
) >= 4 );
398 assert( sizeof(GLubyte
) == 1 );
399 assert( sizeof(GLushort
) >= 2 );
400 assert( sizeof(GLuint
) >= 4 );
409 gl_init_transformation();
415 if (getenv("MESA_DEBUG")) {
416 _glapi_noop_enable_warnings(GL_TRUE
);
419 _glapi_noop_enable_warnings(GL_FALSE
);
422 #if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
423 fprintf(stderr
, "Mesa DEBUG build %s %s\n", __DATE__
, __TIME__
);
426 alreadyCalled
= GL_TRUE
;
428 _glthread_UNLOCK_MUTEX(OneTimeLock
);
434 * Allocate and initialize a shared context state structure.
436 static struct gl_shared_state
*
437 alloc_shared_state( void )
440 struct gl_shared_state
*ss
;
441 GLboolean outOfMemory
;
443 ss
= CALLOC_STRUCT(gl_shared_state
);
447 ss
->DisplayList
= _mesa_NewHashTable();
449 ss
->TexObjects
= _mesa_NewHashTable();
451 /* Default Texture objects */
452 outOfMemory
= GL_FALSE
;
453 for (d
= 1 ; d
<= 3 ; d
++) {
454 ss
->DefaultD
[d
] = gl_alloc_texture_object(ss
, 0, d
);
455 if (!ss
->DefaultD
[d
]) {
456 outOfMemory
= GL_TRUE
;
459 ss
->DefaultD
[d
]->RefCount
++; /* don't free if not in use */
462 if (!ss
->DisplayList
|| !ss
->TexObjects
|| outOfMemory
) {
463 /* Ran out of memory at some point. Free everything and return NULL */
465 _mesa_DeleteHashTable(ss
->DisplayList
);
467 _mesa_DeleteHashTable(ss
->TexObjects
);
469 gl_free_texture_object(ss
, ss
->DefaultD
[1]);
471 gl_free_texture_object(ss
, ss
->DefaultD
[2]);
473 gl_free_texture_object(ss
, ss
->DefaultD
[3]);
484 * Deallocate a shared state context and all children structures.
487 free_shared_state( GLcontext
*ctx
, struct gl_shared_state
*ss
)
489 /* Free display lists */
491 GLuint list
= _mesa_HashFirstEntry(ss
->DisplayList
);
493 gl_destroy_list(ctx
, list
);
499 _mesa_DeleteHashTable(ss
->DisplayList
);
501 /* Free texture objects */
502 while (ss
->TexObjectList
)
504 if (ctx
->Driver
.DeleteTexture
)
505 (*ctx
->Driver
.DeleteTexture
)( ctx
, ss
->TexObjectList
);
506 /* this function removes from linked list too! */
507 gl_free_texture_object(ss
, ss
->TexObjectList
);
509 _mesa_DeleteHashTable(ss
->TexObjects
);
517 * Initialize the nth light. Note that the defaults for light 0 are
518 * different than the other lights.
521 init_light( struct gl_light
*l
, GLuint n
)
523 make_empty_list( l
);
525 ASSIGN_4V( l
->Ambient
, 0.0, 0.0, 0.0, 1.0 );
527 ASSIGN_4V( l
->Diffuse
, 1.0, 1.0, 1.0, 1.0 );
528 ASSIGN_4V( l
->Specular
, 1.0, 1.0, 1.0, 1.0 );
531 ASSIGN_4V( l
->Diffuse
, 0.0, 0.0, 0.0, 1.0 );
532 ASSIGN_4V( l
->Specular
, 0.0, 0.0, 0.0, 1.0 );
534 ASSIGN_4V( l
->EyePosition
, 0.0, 0.0, 1.0, 0.0 );
535 ASSIGN_3V( l
->EyeDirection
, 0.0, 0.0, -1.0 );
536 l
->SpotExponent
= 0.0;
537 gl_compute_spot_exp_table( l
);
538 l
->SpotCutoff
= 180.0;
539 l
->CosCutoff
= 0.0; /* KW: -ve values not admitted */
540 l
->ConstantAttenuation
= 1.0;
541 l
->LinearAttenuation
= 0.0;
542 l
->QuadraticAttenuation
= 0.0;
543 l
->Enabled
= GL_FALSE
;
549 init_lightmodel( struct gl_lightmodel
*lm
)
551 ASSIGN_4V( lm
->Ambient
, 0.2, 0.2, 0.2, 1.0 );
552 lm
->LocalViewer
= GL_FALSE
;
553 lm
->TwoSide
= GL_FALSE
;
554 lm
->ColorControl
= GL_SINGLE_COLOR
;
559 init_material( struct gl_material
*m
)
561 ASSIGN_4V( m
->Ambient
, 0.2, 0.2, 0.2, 1.0 );
562 ASSIGN_4V( m
->Diffuse
, 0.8, 0.8, 0.8, 1.0 );
563 ASSIGN_4V( m
->Specular
, 0.0, 0.0, 0.0, 1.0 );
564 ASSIGN_4V( m
->Emission
, 0.0, 0.0, 0.0, 1.0 );
568 m
->SpecularIndex
= 1;
574 init_texture_unit( GLcontext
*ctx
, GLuint unit
)
576 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
578 texUnit
->EnvMode
= GL_MODULATE
;
579 ASSIGN_4V( texUnit
->EnvColor
, 0.0, 0.0, 0.0, 0.0 );
580 texUnit
->TexGenEnabled
= 0;
581 texUnit
->GenModeS
= GL_EYE_LINEAR
;
582 texUnit
->GenModeT
= GL_EYE_LINEAR
;
583 texUnit
->GenModeR
= GL_EYE_LINEAR
;
584 texUnit
->GenModeQ
= GL_EYE_LINEAR
;
585 /* Yes, these plane coefficients are correct! */
586 ASSIGN_4V( texUnit
->ObjectPlaneS
, 1.0, 0.0, 0.0, 0.0 );
587 ASSIGN_4V( texUnit
->ObjectPlaneT
, 0.0, 1.0, 0.0, 0.0 );
588 ASSIGN_4V( texUnit
->ObjectPlaneR
, 0.0, 0.0, 0.0, 0.0 );
589 ASSIGN_4V( texUnit
->ObjectPlaneQ
, 0.0, 0.0, 0.0, 0.0 );
590 ASSIGN_4V( texUnit
->EyePlaneS
, 1.0, 0.0, 0.0, 0.0 );
591 ASSIGN_4V( texUnit
->EyePlaneT
, 0.0, 1.0, 0.0, 0.0 );
592 ASSIGN_4V( texUnit
->EyePlaneR
, 0.0, 0.0, 0.0, 0.0 );
593 ASSIGN_4V( texUnit
->EyePlaneQ
, 0.0, 0.0, 0.0, 0.0 );
595 texUnit
->CurrentD
[1] = ctx
->Shared
->DefaultD
[1];
596 texUnit
->CurrentD
[2] = ctx
->Shared
->DefaultD
[2];
597 texUnit
->CurrentD
[3] = ctx
->Shared
->DefaultD
[3];
602 init_fallback_arrays( GLcontext
*ctx
)
604 struct gl_client_array
*cl
;
607 cl
= &ctx
->Fallback
.Normal
;
612 cl
->Ptr
= (void *) ctx
->Current
.Normal
;
615 cl
= &ctx
->Fallback
.Color
;
617 cl
->Type
= GL_UNSIGNED_BYTE
;
620 cl
->Ptr
= (void *) ctx
->Current
.ByteColor
;
623 cl
= &ctx
->Fallback
.Index
;
625 cl
->Type
= GL_UNSIGNED_INT
;
628 cl
->Ptr
= (void *) &ctx
->Current
.Index
;
631 for (i
= 0 ; i
< MAX_TEXTURE_UNITS
; i
++) {
632 cl
= &ctx
->Fallback
.TexCoord
[i
];
637 cl
->Ptr
= (void *) ctx
->Current
.Texcoord
[i
];
641 cl
= &ctx
->Fallback
.EdgeFlag
;
643 cl
->Type
= GL_UNSIGNED_BYTE
;
646 cl
->Ptr
= (void *) &ctx
->Current
.EdgeFlag
;
651 /* Initialize a 1-D evaluator map */
653 init_1d_map( struct gl_1d_map
*map
, int n
, const float *initial
)
658 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
662 map
->Points
[i
] = initial
[i
];
667 /* Initialize a 2-D evaluator map */
669 init_2d_map( struct gl_2d_map
*map
, int n
, const float *initial
)
677 map
->Points
= (GLfloat
*) MALLOC(n
* sizeof(GLfloat
));
681 map
->Points
[i
] = initial
[i
];
687 * Initialize the attribute groups in a GLcontext.
690 init_attrib_groups( GLcontext
*ctx
)
696 /* Constants, may be overriden by device drivers */
697 ctx
->Const
.MaxTextureLevels
= MAX_TEXTURE_LEVELS
;
698 ctx
->Const
.MaxTextureSize
= 1 << (MAX_TEXTURE_LEVELS
- 1);
699 ctx
->Const
.MaxTextureUnits
= MAX_TEXTURE_UNITS
;
700 ctx
->Const
.MaxArrayLockSize
= MAX_ARRAY_LOCK_SIZE
;
701 ctx
->Const
.SubPixelBits
= SUB_PIXEL_BITS
;
702 ctx
->Const
.MinPointSize
= MIN_POINT_SIZE
;
703 ctx
->Const
.MaxPointSize
= MAX_POINT_SIZE
;
704 ctx
->Const
.MinPointSizeAA
= MIN_POINT_SIZE
;
705 ctx
->Const
.MaxPointSizeAA
= MAX_POINT_SIZE
;
706 ctx
->Const
.PointSizeGranularity
= POINT_SIZE_GRANULARITY
;
707 ctx
->Const
.MinLineWidth
= MIN_LINE_WIDTH
;
708 ctx
->Const
.MaxLineWidth
= MAX_LINE_WIDTH
;
709 ctx
->Const
.MinLineWidthAA
= MIN_LINE_WIDTH
;
710 ctx
->Const
.MaxLineWidthAA
= MAX_LINE_WIDTH
;
711 ctx
->Const
.LineWidthGranularity
= LINE_WIDTH_GRANULARITY
;
712 ctx
->Const
.NumAuxBuffers
= NUM_AUX_BUFFERS
;
713 ctx
->Const
.MaxColorTableSize
= MAX_COLOR_TABLE_SIZE
;
714 ctx
->Const
.MaxConvolutionWidth
= MAX_CONVOLUTION_WIDTH
;
715 ctx
->Const
.MaxConvolutionHeight
= MAX_CONVOLUTION_HEIGHT
;
717 /* Modelview matrix */
718 gl_matrix_ctr( &ctx
->ModelView
);
719 gl_matrix_alloc_inv( &ctx
->ModelView
);
721 ctx
->ModelViewStackDepth
= 0;
722 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
723 gl_matrix_ctr( &ctx
->ModelViewStack
[i
] );
724 gl_matrix_alloc_inv( &ctx
->ModelViewStack
[i
] );
727 /* Projection matrix - need inv for user clipping in clip space*/
728 gl_matrix_ctr( &ctx
->ProjectionMatrix
);
729 gl_matrix_alloc_inv( &ctx
->ProjectionMatrix
);
731 gl_matrix_ctr( &ctx
->ModelProjectMatrix
);
732 gl_matrix_ctr( &ctx
->ModelProjectWinMatrix
);
733 ctx
->ModelProjectWinMatrixUptodate
= GL_FALSE
;
735 ctx
->ProjectionStackDepth
= 0;
736 ctx
->NearFarStack
[0][0] = 1.0; /* These values seem weird by make */
737 ctx
->NearFarStack
[0][1] = 0.0; /* sense mathematically. */
739 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
740 gl_matrix_ctr( &ctx
->ProjectionStack
[i
] );
741 gl_matrix_alloc_inv( &ctx
->ProjectionStack
[i
] );
745 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++) {
746 gl_matrix_ctr( &ctx
->TextureMatrix
[i
] );
747 ctx
->TextureStackDepth
[i
] = 0;
748 for (j
= 0; j
< MAX_TEXTURE_STACK_DEPTH
- 1; j
++) {
749 ctx
->TextureStack
[i
][j
].inv
= 0;
754 gl_matrix_ctr(&ctx
->ColorMatrix
);
755 ctx
->ColorStackDepth
= 0;
756 for (j
= 0; j
< MAX_COLOR_STACK_DEPTH
- 1; j
++) {
757 gl_matrix_ctr(&ctx
->ColorStack
[j
]);
760 /* Accumulate buffer group */
761 ASSIGN_4V( ctx
->Accum
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
763 /* Color buffer group */
764 ctx
->Color
.IndexMask
= 0xffffffff;
765 ctx
->Color
.ColorMask
[0] = 0xff;
766 ctx
->Color
.ColorMask
[1] = 0xff;
767 ctx
->Color
.ColorMask
[2] = 0xff;
768 ctx
->Color
.ColorMask
[3] = 0xff;
769 ctx
->Color
.SWmasking
= GL_FALSE
;
770 ctx
->Color
.ClearIndex
= 0;
771 ASSIGN_4V( ctx
->Color
.ClearColor
, 0.0, 0.0, 0.0, 0.0 );
772 ctx
->Color
.DrawBuffer
= GL_FRONT
;
773 ctx
->Color
.AlphaEnabled
= GL_FALSE
;
774 ctx
->Color
.AlphaFunc
= GL_ALWAYS
;
775 ctx
->Color
.AlphaRef
= 0;
776 ctx
->Color
.BlendEnabled
= GL_FALSE
;
777 ctx
->Color
.BlendSrcRGB
= GL_ONE
;
778 ctx
->Color
.BlendDstRGB
= GL_ZERO
;
779 ctx
->Color
.BlendSrcA
= GL_ONE
;
780 ctx
->Color
.BlendDstA
= GL_ZERO
;
781 ctx
->Color
.BlendEquation
= GL_FUNC_ADD_EXT
;
782 ctx
->Color
.BlendFunc
= NULL
; /* this pointer set only when needed */
783 ASSIGN_4V( ctx
->Color
.BlendColor
, 0.0, 0.0, 0.0, 0.0 );
784 ctx
->Color
.IndexLogicOpEnabled
= GL_FALSE
;
785 ctx
->Color
.ColorLogicOpEnabled
= GL_FALSE
;
786 ctx
->Color
.SWLogicOpEnabled
= GL_FALSE
;
787 ctx
->Color
.LogicOp
= GL_COPY
;
788 ctx
->Color
.DitherFlag
= GL_TRUE
;
789 ctx
->Color
.MultiDrawBuffer
= GL_FALSE
;
792 ASSIGN_4V( ctx
->Current
.ByteColor
, 255, 255, 255, 255);
793 ctx
->Current
.Index
= 1;
794 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
795 ASSIGN_4V( ctx
->Current
.Texcoord
[i
], 0.0, 0.0, 0.0, 1.0 );
796 ASSIGN_4V( ctx
->Current
.RasterPos
, 0.0, 0.0, 0.0, 1.0 );
797 ctx
->Current
.RasterDistance
= 0.0;
798 ASSIGN_4V( ctx
->Current
.RasterColor
, 1.0, 1.0, 1.0, 1.0 );
799 ctx
->Current
.RasterIndex
= 1;
800 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
801 ASSIGN_4V( ctx
->Current
.RasterMultiTexCoord
[i
], 0.0, 0.0, 0.0, 1.0 );
802 ctx
->Current
.RasterTexCoord
= ctx
->Current
.RasterMultiTexCoord
[0];
803 ctx
->Current
.RasterPosValid
= GL_TRUE
;
804 ctx
->Current
.EdgeFlag
= GL_TRUE
;
805 ASSIGN_3V( ctx
->Current
.Normal
, 0.0, 0.0, 1.0 );
806 ctx
->Current
.Primitive
= (GLenum
) (GL_POLYGON
+ 1);
808 ctx
->Current
.Flag
= (VERT_NORM
|VERT_INDEX
|VERT_RGBA
|VERT_EDGE
|
809 VERT_TEX0_1
|VERT_TEX1_1
|VERT_MATERIAL
);
811 init_fallback_arrays( ctx
);
813 /* Depth buffer group */
814 ctx
->Depth
.Test
= GL_FALSE
;
815 ctx
->Depth
.Clear
= 1.0;
816 ctx
->Depth
.Func
= GL_LESS
;
817 ctx
->Depth
.Mask
= GL_TRUE
;
818 ctx
->Depth
.OcclusionTest
= GL_FALSE
;
820 /* Evaluators group */
821 ctx
->Eval
.Map1Color4
= GL_FALSE
;
822 ctx
->Eval
.Map1Index
= GL_FALSE
;
823 ctx
->Eval
.Map1Normal
= GL_FALSE
;
824 ctx
->Eval
.Map1TextureCoord1
= GL_FALSE
;
825 ctx
->Eval
.Map1TextureCoord2
= GL_FALSE
;
826 ctx
->Eval
.Map1TextureCoord3
= GL_FALSE
;
827 ctx
->Eval
.Map1TextureCoord4
= GL_FALSE
;
828 ctx
->Eval
.Map1Vertex3
= GL_FALSE
;
829 ctx
->Eval
.Map1Vertex4
= GL_FALSE
;
830 ctx
->Eval
.Map2Color4
= GL_FALSE
;
831 ctx
->Eval
.Map2Index
= GL_FALSE
;
832 ctx
->Eval
.Map2Normal
= GL_FALSE
;
833 ctx
->Eval
.Map2TextureCoord1
= GL_FALSE
;
834 ctx
->Eval
.Map2TextureCoord2
= GL_FALSE
;
835 ctx
->Eval
.Map2TextureCoord3
= GL_FALSE
;
836 ctx
->Eval
.Map2TextureCoord4
= GL_FALSE
;
837 ctx
->Eval
.Map2Vertex3
= GL_FALSE
;
838 ctx
->Eval
.Map2Vertex4
= GL_FALSE
;
839 ctx
->Eval
.AutoNormal
= GL_FALSE
;
840 ctx
->Eval
.MapGrid1un
= 1;
841 ctx
->Eval
.MapGrid1u1
= 0.0;
842 ctx
->Eval
.MapGrid1u2
= 1.0;
843 ctx
->Eval
.MapGrid2un
= 1;
844 ctx
->Eval
.MapGrid2vn
= 1;
845 ctx
->Eval
.MapGrid2u1
= 0.0;
846 ctx
->Eval
.MapGrid2u2
= 1.0;
847 ctx
->Eval
.MapGrid2v1
= 0.0;
848 ctx
->Eval
.MapGrid2v2
= 1.0;
852 static GLfloat vertex
[4] = { 0.0, 0.0, 0.0, 1.0 };
853 static GLfloat normal
[3] = { 0.0, 0.0, 1.0 };
854 static GLfloat index
[1] = { 1.0 };
855 static GLfloat color
[4] = { 1.0, 1.0, 1.0, 1.0 };
856 static GLfloat texcoord
[4] = { 0.0, 0.0, 0.0, 1.0 };
858 init_1d_map( &ctx
->EvalMap
.Map1Vertex3
, 3, vertex
);
859 init_1d_map( &ctx
->EvalMap
.Map1Vertex4
, 4, vertex
);
860 init_1d_map( &ctx
->EvalMap
.Map1Index
, 1, index
);
861 init_1d_map( &ctx
->EvalMap
.Map1Color4
, 4, color
);
862 init_1d_map( &ctx
->EvalMap
.Map1Normal
, 3, normal
);
863 init_1d_map( &ctx
->EvalMap
.Map1Texture1
, 1, texcoord
);
864 init_1d_map( &ctx
->EvalMap
.Map1Texture2
, 2, texcoord
);
865 init_1d_map( &ctx
->EvalMap
.Map1Texture3
, 3, texcoord
);
866 init_1d_map( &ctx
->EvalMap
.Map1Texture4
, 4, texcoord
);
868 init_2d_map( &ctx
->EvalMap
.Map2Vertex3
, 3, vertex
);
869 init_2d_map( &ctx
->EvalMap
.Map2Vertex4
, 4, vertex
);
870 init_2d_map( &ctx
->EvalMap
.Map2Index
, 1, index
);
871 init_2d_map( &ctx
->EvalMap
.Map2Color4
, 4, color
);
872 init_2d_map( &ctx
->EvalMap
.Map2Normal
, 3, normal
);
873 init_2d_map( &ctx
->EvalMap
.Map2Texture1
, 1, texcoord
);
874 init_2d_map( &ctx
->EvalMap
.Map2Texture2
, 2, texcoord
);
875 init_2d_map( &ctx
->EvalMap
.Map2Texture3
, 3, texcoord
);
876 init_2d_map( &ctx
->EvalMap
.Map2Texture4
, 4, texcoord
);
880 ctx
->Fog
.Enabled
= GL_FALSE
;
881 ctx
->Fog
.Mode
= GL_EXP
;
882 ASSIGN_4V( ctx
->Fog
.Color
, 0.0, 0.0, 0.0, 0.0 );
883 ctx
->Fog
.Index
= 0.0;
884 ctx
->Fog
.Density
= 1.0;
885 ctx
->Fog
.Start
= 0.0;
889 ctx
->Hint
.PerspectiveCorrection
= GL_DONT_CARE
;
890 ctx
->Hint
.PointSmooth
= GL_DONT_CARE
;
891 ctx
->Hint
.LineSmooth
= GL_DONT_CARE
;
892 ctx
->Hint
.PolygonSmooth
= GL_DONT_CARE
;
893 ctx
->Hint
.Fog
= GL_DONT_CARE
;
895 ctx
->Hint
.AllowDrawWin
= GL_TRUE
;
896 ctx
->Hint
.AllowDrawFrg
= GL_TRUE
;
897 ctx
->Hint
.AllowDrawMem
= GL_TRUE
;
898 ctx
->Hint
.StrictLighting
= GL_TRUE
;
900 /* Histogram group */
901 ctx
->Histogram
.Width
= 0;
902 ctx
->Histogram
.Format
= GL_RGBA
;
903 ctx
->Histogram
.Sink
= GL_FALSE
;
904 ctx
->Histogram
.RedSize
= 0xffffffff;
905 ctx
->Histogram
.GreenSize
= 0xffffffff;
906 ctx
->Histogram
.BlueSize
= 0xffffffff;
907 ctx
->Histogram
.AlphaSize
= 0xffffffff;
908 ctx
->Histogram
.LuminanceSize
= 0xffffffff;
909 for (i
= 0; i
< HISTOGRAM_TABLE_SIZE
; i
++) {
910 ctx
->Histogram
.Count
[i
][0] = 0;
911 ctx
->Histogram
.Count
[i
][1] = 0;
912 ctx
->Histogram
.Count
[i
][2] = 0;
913 ctx
->Histogram
.Count
[i
][3] = 0;
917 ctx
->MinMax
.Format
= GL_RGBA
;
918 ctx
->MinMax
.Sink
= GL_FALSE
;
919 ctx
->MinMax
.Min
[RCOMP
] = 1000; ctx
->MinMax
.Max
[RCOMP
] = -1000;
920 ctx
->MinMax
.Min
[GCOMP
] = 1000; ctx
->MinMax
.Max
[GCOMP
] = -1000;
921 ctx
->MinMax
.Min
[BCOMP
] = 1000; ctx
->MinMax
.Max
[BCOMP
] = -1000;
922 ctx
->MinMax
.Min
[ACOMP
] = 1000; ctx
->MinMax
.Max
[ACOMP
] = -1000;
927 gl_pipeline_init( ctx
);
931 gl_extensions_ctr( ctx
);
933 ctx
->AllowVertexCull
= CLIP_CULLED_BIT
;
936 for (i
=0;i
<MAX_LIGHTS
;i
++) {
937 init_light( &ctx
->Light
.Light
[i
], i
);
939 make_empty_list( &ctx
->Light
.EnabledList
);
941 init_lightmodel( &ctx
->Light
.Model
);
942 init_material( &ctx
->Light
.Material
[0] );
943 init_material( &ctx
->Light
.Material
[1] );
944 ctx
->Light
.ShadeModel
= GL_SMOOTH
;
945 ctx
->Light
.Enabled
= GL_FALSE
;
946 ctx
->Light
.ColorMaterialFace
= GL_FRONT_AND_BACK
;
947 ctx
->Light
.ColorMaterialMode
= GL_AMBIENT_AND_DIFFUSE
;
948 ctx
->Light
.ColorMaterialBitmask
949 = gl_material_bitmask( ctx
,
951 GL_AMBIENT_AND_DIFFUSE
, ~0, 0 );
953 ctx
->Light
.ColorMaterialEnabled
= GL_FALSE
;
955 /* Lighting miscellaneous */
956 ctx
->ShineTabList
= MALLOC_STRUCT( gl_shine_tab
);
957 make_empty_list( ctx
->ShineTabList
);
958 for (i
= 0 ; i
< 10 ; i
++) {
959 struct gl_shine_tab
*s
= MALLOC_STRUCT( gl_shine_tab
);
962 insert_at_tail( ctx
->ShineTabList
, s
);
964 for (i
= 0 ; i
< 4 ; i
++) {
965 ctx
->ShineTable
[i
] = ctx
->ShineTabList
->prev
;
966 ctx
->ShineTable
[i
]->refcount
++;
971 ctx
->Line
.SmoothFlag
= GL_FALSE
;
972 ctx
->Line
.StippleFlag
= GL_FALSE
;
973 ctx
->Line
.Width
= 1.0;
974 ctx
->Line
.StipplePattern
= 0xffff;
975 ctx
->Line
.StippleFactor
= 1;
977 /* Display List group */
978 ctx
->List
.ListBase
= 0;
981 ctx
->Pixel
.RedBias
= 0.0;
982 ctx
->Pixel
.RedScale
= 1.0;
983 ctx
->Pixel
.GreenBias
= 0.0;
984 ctx
->Pixel
.GreenScale
= 1.0;
985 ctx
->Pixel
.BlueBias
= 0.0;
986 ctx
->Pixel
.BlueScale
= 1.0;
987 ctx
->Pixel
.AlphaBias
= 0.0;
988 ctx
->Pixel
.AlphaScale
= 1.0;
989 ctx
->Pixel
.ScaleOrBiasRGBA
= GL_FALSE
;
990 ctx
->Pixel
.DepthBias
= 0.0;
991 ctx
->Pixel
.DepthScale
= 1.0;
992 ctx
->Pixel
.IndexOffset
= 0;
993 ctx
->Pixel
.IndexShift
= 0;
994 ctx
->Pixel
.ZoomX
= 1.0;
995 ctx
->Pixel
.ZoomY
= 1.0;
996 ctx
->Pixel
.MapColorFlag
= GL_FALSE
;
997 ctx
->Pixel
.MapStencilFlag
= GL_FALSE
;
998 ctx
->Pixel
.MapStoSsize
= 1;
999 ctx
->Pixel
.MapItoIsize
= 1;
1000 ctx
->Pixel
.MapItoRsize
= 1;
1001 ctx
->Pixel
.MapItoGsize
= 1;
1002 ctx
->Pixel
.MapItoBsize
= 1;
1003 ctx
->Pixel
.MapItoAsize
= 1;
1004 ctx
->Pixel
.MapRtoRsize
= 1;
1005 ctx
->Pixel
.MapGtoGsize
= 1;
1006 ctx
->Pixel
.MapBtoBsize
= 1;
1007 ctx
->Pixel
.MapAtoAsize
= 1;
1008 ctx
->Pixel
.MapStoS
[0] = 0;
1009 ctx
->Pixel
.MapItoI
[0] = 0;
1010 ctx
->Pixel
.MapItoR
[0] = 0.0;
1011 ctx
->Pixel
.MapItoG
[0] = 0.0;
1012 ctx
->Pixel
.MapItoB
[0] = 0.0;
1013 ctx
->Pixel
.MapItoA
[0] = 0.0;
1014 ctx
->Pixel
.MapItoR8
[0] = 0;
1015 ctx
->Pixel
.MapItoG8
[0] = 0;
1016 ctx
->Pixel
.MapItoB8
[0] = 0;
1017 ctx
->Pixel
.MapItoA8
[0] = 0;
1018 ctx
->Pixel
.MapRtoR
[0] = 0.0;
1019 ctx
->Pixel
.MapGtoG
[0] = 0.0;
1020 ctx
->Pixel
.MapBtoB
[0] = 0.0;
1021 ctx
->Pixel
.MapAtoA
[0] = 0.0;
1022 ctx
->Pixel
.HistogramEnabled
= GL_FALSE
;
1023 ctx
->Pixel
.MinMaxEnabled
= GL_FALSE
;
1024 ctx
->Pixel
.PixelTextureEnabled
= GL_FALSE
;
1025 ctx
->Pixel
.FragmentRgbSource
= GL_PIXEL_GROUP_COLOR_SGIS
;
1026 ctx
->Pixel
.FragmentAlphaSource
= GL_PIXEL_GROUP_COLOR_SGIS
;
1027 ASSIGN_4V(ctx
->Pixel
.PostColorMatrixScale
, 1.0, 1.0, 1.0, 1.0);
1028 ASSIGN_4V(ctx
->Pixel
.PostColorMatrixBias
, 0.0, 0.0, 0.0, 0.0);
1029 ASSIGN_4V(ctx
->Pixel
.ColorTableScale
, 1.0, 1.0, 1.0, 1.0);
1030 ASSIGN_4V(ctx
->Pixel
.ColorTableBias
, 0.0, 0.0, 0.0, 0.0);
1031 ctx
->Pixel
.ColorTableEnabled
= GL_FALSE
;
1032 ctx
->Pixel
.PostConvolutionColorTableEnabled
= GL_FALSE
;
1033 ctx
->Pixel
.PostColorMatrixColorTableEnabled
= GL_FALSE
;
1034 ctx
->Pixel
.Convolution1DEnabled
= GL_FALSE
;
1035 ctx
->Pixel
.Convolution2DEnabled
= GL_FALSE
;
1036 ctx
->Pixel
.Separable2DEnabled
= GL_FALSE
;
1037 for (i
= 0; i
< 3; i
++) {
1038 ASSIGN_4V(ctx
->Pixel
.ConvolutionBorderColor
[i
], 0.0, 0.0, 0.0, 0.0);
1039 ctx
->Pixel
.ConvolutionBorderMode
[i
] = GL_REDUCE
;
1040 ASSIGN_4V(ctx
->Pixel
.ConvolutionFilterScale
[i
], 1.0, 1.0, 1.0, 1.0);
1041 ASSIGN_4V(ctx
->Pixel
.ConvolutionFilterBias
[i
], 0.0, 0.0, 0.0, 0.0);
1043 ASSIGN_4V(ctx
->Pixel
.PostConvolutionScale
, 1.0, 1.0, 1.0, 1.0);
1044 ASSIGN_4V(ctx
->Pixel
.PostConvolutionBias
, 0.0, 0.0, 0.0, 0.0);
1047 ctx
->Point
.SmoothFlag
= GL_FALSE
;
1048 ctx
->Point
.Size
= 1.0;
1049 ctx
->Point
.Params
[0] = 1.0;
1050 ctx
->Point
.Params
[1] = 0.0;
1051 ctx
->Point
.Params
[2] = 0.0;
1052 ctx
->Point
.Attenuated
= GL_FALSE
;
1053 ctx
->Point
.MinSize
= 0.0;
1054 ctx
->Point
.MaxSize
= (GLfloat
) MAX_POINT_SIZE
;
1055 ctx
->Point
.Threshold
= 1.0;
1058 ctx
->Polygon
.CullFlag
= GL_FALSE
;
1059 ctx
->Polygon
.CullFaceMode
= GL_BACK
;
1060 ctx
->Polygon
.FrontFace
= GL_CCW
;
1061 ctx
->Polygon
.FrontBit
= 0;
1062 ctx
->Polygon
.FrontMode
= GL_FILL
;
1063 ctx
->Polygon
.BackMode
= GL_FILL
;
1064 ctx
->Polygon
.Unfilled
= GL_FALSE
;
1065 ctx
->Polygon
.SmoothFlag
= GL_FALSE
;
1066 ctx
->Polygon
.StippleFlag
= GL_FALSE
;
1067 ctx
->Polygon
.OffsetFactor
= 0.0F
;
1068 ctx
->Polygon
.OffsetUnits
= 0.0F
;
1069 ctx
->Polygon
.OffsetPoint
= GL_FALSE
;
1070 ctx
->Polygon
.OffsetLine
= GL_FALSE
;
1071 ctx
->Polygon
.OffsetFill
= GL_FALSE
;
1073 /* Polygon Stipple group */
1074 MEMSET( ctx
->PolygonStipple
, 0xff, 32*sizeof(GLuint
) );
1077 ctx
->Scissor
.Enabled
= GL_FALSE
;
1080 ctx
->Scissor
.Width
= 0;
1081 ctx
->Scissor
.Height
= 0;
1084 ctx
->Stencil
.Enabled
= GL_FALSE
;
1085 ctx
->Stencil
.Function
= GL_ALWAYS
;
1086 ctx
->Stencil
.FailFunc
= GL_KEEP
;
1087 ctx
->Stencil
.ZPassFunc
= GL_KEEP
;
1088 ctx
->Stencil
.ZFailFunc
= GL_KEEP
;
1089 ctx
->Stencil
.Ref
= 0;
1090 ctx
->Stencil
.ValueMask
= STENCIL_MAX
;
1091 ctx
->Stencil
.Clear
= 0;
1092 ctx
->Stencil
.WriteMask
= STENCIL_MAX
;
1095 ctx
->Texture
.CurrentUnit
= 0; /* multitexture */
1096 ctx
->Texture
.CurrentTransformUnit
= 0; /* multitexture */
1097 ctx
->Texture
.Enabled
= 0;
1098 for (i
=0; i
<MAX_TEXTURE_UNITS
; i
++)
1099 init_texture_unit( ctx
, i
);
1100 _mesa_init_colortable(&ctx
->Texture
.Palette
);
1102 /* Transformation group */
1103 ctx
->Transform
.MatrixMode
= GL_MODELVIEW
;
1104 ctx
->Transform
.Normalize
= GL_FALSE
;
1105 ctx
->Transform
.RescaleNormals
= GL_FALSE
;
1106 for (i
=0;i
<MAX_CLIP_PLANES
;i
++) {
1107 ctx
->Transform
.ClipEnabled
[i
] = GL_FALSE
;
1108 ASSIGN_4V( ctx
->Transform
.EyeUserPlane
[i
], 0.0, 0.0, 0.0, 0.0 );
1110 ctx
->Transform
.AnyClip
= GL_FALSE
;
1112 /* Viewport group */
1113 ctx
->Viewport
.X
= 0;
1114 ctx
->Viewport
.Y
= 0;
1115 ctx
->Viewport
.Width
= 0;
1116 ctx
->Viewport
.Height
= 0;
1117 ctx
->Viewport
.Near
= 0.0;
1118 ctx
->Viewport
.Far
= 1.0;
1119 gl_matrix_ctr(&ctx
->Viewport
.WindowMap
);
1123 ctx
->Viewport
.WindowMap
.m
[Sz
] = 0.5 * ctx
->Visual
->DepthMaxF
;
1124 ctx
->Viewport
.WindowMap
.m
[Tz
] = 0.5 * ctx
->Visual
->DepthMaxF
;
1128 ctx
->Viewport
.WindowMap
.flags
= MAT_FLAG_GENERAL_SCALE
|MAT_FLAG_TRANSLATION
;
1129 ctx
->Viewport
.WindowMap
.type
= MATRIX_3D_NO_ROT
;
1132 ctx
->Array
.Vertex
.Size
= 4;
1133 ctx
->Array
.Vertex
.Type
= GL_FLOAT
;
1134 ctx
->Array
.Vertex
.Stride
= 0;
1135 ctx
->Array
.Vertex
.StrideB
= 0;
1136 ctx
->Array
.Vertex
.Ptr
= NULL
;
1137 ctx
->Array
.Vertex
.Enabled
= GL_FALSE
;
1138 ctx
->Array
.Normal
.Type
= GL_FLOAT
;
1139 ctx
->Array
.Normal
.Stride
= 0;
1140 ctx
->Array
.Normal
.StrideB
= 0;
1141 ctx
->Array
.Normal
.Ptr
= NULL
;
1142 ctx
->Array
.Normal
.Enabled
= GL_FALSE
;
1143 ctx
->Array
.Color
.Size
= 4;
1144 ctx
->Array
.Color
.Type
= GL_FLOAT
;
1145 ctx
->Array
.Color
.Stride
= 0;
1146 ctx
->Array
.Color
.StrideB
= 0;
1147 ctx
->Array
.Color
.Ptr
= NULL
;
1148 ctx
->Array
.Color
.Enabled
= GL_FALSE
;
1149 ctx
->Array
.Index
.Type
= GL_FLOAT
;
1150 ctx
->Array
.Index
.Stride
= 0;
1151 ctx
->Array
.Index
.StrideB
= 0;
1152 ctx
->Array
.Index
.Ptr
= NULL
;
1153 ctx
->Array
.Index
.Enabled
= GL_FALSE
;
1154 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1155 ctx
->Array
.TexCoord
[i
].Size
= 4;
1156 ctx
->Array
.TexCoord
[i
].Type
= GL_FLOAT
;
1157 ctx
->Array
.TexCoord
[i
].Stride
= 0;
1158 ctx
->Array
.TexCoord
[i
].StrideB
= 0;
1159 ctx
->Array
.TexCoord
[i
].Ptr
= NULL
;
1160 ctx
->Array
.TexCoord
[i
].Enabled
= GL_FALSE
;
1162 ctx
->Array
.TexCoordInterleaveFactor
= 1;
1163 ctx
->Array
.EdgeFlag
.Stride
= 0;
1164 ctx
->Array
.EdgeFlag
.StrideB
= 0;
1165 ctx
->Array
.EdgeFlag
.Ptr
= NULL
;
1166 ctx
->Array
.EdgeFlag
.Enabled
= GL_FALSE
;
1167 ctx
->Array
.ActiveTexture
= 0; /* GL_ARB_multitexture */
1169 /* Pixel transfer */
1170 ctx
->Pack
.Alignment
= 4;
1171 ctx
->Pack
.RowLength
= 0;
1172 ctx
->Pack
.ImageHeight
= 0;
1173 ctx
->Pack
.SkipPixels
= 0;
1174 ctx
->Pack
.SkipRows
= 0;
1175 ctx
->Pack
.SkipImages
= 0;
1176 ctx
->Pack
.SwapBytes
= GL_FALSE
;
1177 ctx
->Pack
.LsbFirst
= GL_FALSE
;
1178 ctx
->Unpack
.Alignment
= 4;
1179 ctx
->Unpack
.RowLength
= 0;
1180 ctx
->Unpack
.ImageHeight
= 0;
1181 ctx
->Unpack
.SkipPixels
= 0;
1182 ctx
->Unpack
.SkipRows
= 0;
1183 ctx
->Unpack
.SkipImages
= 0;
1184 ctx
->Unpack
.SwapBytes
= GL_FALSE
;
1185 ctx
->Unpack
.LsbFirst
= GL_FALSE
;
1188 ctx
->Feedback
.Type
= GL_2D
; /* TODO: verify */
1189 ctx
->Feedback
.Buffer
= NULL
;
1190 ctx
->Feedback
.BufferSize
= 0;
1191 ctx
->Feedback
.Count
= 0;
1193 /* Selection/picking */
1194 ctx
->Select
.Buffer
= NULL
;
1195 ctx
->Select
.BufferSize
= 0;
1196 ctx
->Select
.BufferCount
= 0;
1197 ctx
->Select
.Hits
= 0;
1198 ctx
->Select
.NameStackDepth
= 0;
1200 /* Optimized Accum buffer */
1201 ctx
->IntegerAccumMode
= GL_TRUE
;
1202 ctx
->IntegerAccumScaler
= 0.0;
1204 /* Renderer and client attribute stacks */
1205 ctx
->AttribStackDepth
= 0;
1206 ctx
->ClientAttribStackDepth
= 0;
1210 ctx
->ExecuteFlag
= GL_TRUE
;
1211 ctx
->CompileFlag
= GL_FALSE
;
1212 ctx
->CurrentListPtr
= NULL
;
1213 ctx
->CurrentBlock
= NULL
;
1214 ctx
->CurrentListNum
= 0;
1215 ctx
->CurrentPos
= 0;
1218 _mesa_init_colortable(&ctx
->ColorTable
);
1219 _mesa_init_colortable(&ctx
->ProxyColorTable
);
1220 _mesa_init_colortable(&ctx
->PostConvolutionColorTable
);
1221 _mesa_init_colortable(&ctx
->ProxyPostConvolutionColorTable
);
1222 _mesa_init_colortable(&ctx
->PostColorMatrixColorTable
);
1223 _mesa_init_colortable(&ctx
->ProxyPostColorMatrixColorTable
);
1226 ctx
->NewState
= NEW_ALL
;
1227 ctx
->RenderMode
= GL_RENDER
;
1228 ctx
->StippleCounter
= 0;
1229 ctx
->NeedNormals
= GL_FALSE
;
1230 ctx
->DoViewportMapping
= GL_TRUE
;
1232 ctx
->NeedEyeCoords
= GL_FALSE
;
1233 ctx
->NeedEyeNormals
= GL_FALSE
;
1234 ctx
->vb_proj_matrix
= &ctx
->ModelProjectMatrix
;
1236 ctx
->ErrorValue
= (GLenum
) GL_NO_ERROR
;
1238 ctx
->CatchSignals
= GL_TRUE
;
1239 ctx
->OcclusionResult
= GL_FALSE
;
1240 ctx
->OcclusionResultSaved
= GL_FALSE
;
1242 /* For debug/development only */
1243 ctx
->NoRaster
= getenv("MESA_NO_RASTER") ? GL_TRUE
: GL_FALSE
;
1244 ctx
->FirstTimeCurrent
= GL_TRUE
;
1246 /* Dither disable */
1247 ctx
->NoDither
= getenv("MESA_NO_DITHER") ? GL_TRUE
: GL_FALSE
;
1248 if (ctx
->NoDither
) {
1249 if (getenv("MESA_DEBUG")) {
1250 fprintf(stderr
, "MESA_NO_DITHER set - dithering disabled\n");
1252 ctx
->Color
.DitherFlag
= GL_FALSE
;
1260 * Allocate the proxy textures. If we run out of memory part way through
1261 * the allocations clean up and return GL_FALSE.
1262 * Return: GL_TRUE=success, GL_FALSE=failure
1265 alloc_proxy_textures( GLcontext
*ctx
)
1267 GLboolean out_of_memory
;
1270 ctx
->Texture
.Proxy1D
= gl_alloc_texture_object(NULL
, 0, 1);
1271 if (!ctx
->Texture
.Proxy1D
) {
1275 ctx
->Texture
.Proxy2D
= gl_alloc_texture_object(NULL
, 0, 2);
1276 if (!ctx
->Texture
.Proxy2D
) {
1277 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1281 ctx
->Texture
.Proxy3D
= gl_alloc_texture_object(NULL
, 0, 3);
1282 if (!ctx
->Texture
.Proxy3D
) {
1283 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1284 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy2D
);
1288 out_of_memory
= GL_FALSE
;
1289 for (i
=0;i
<MAX_TEXTURE_LEVELS
;i
++) {
1290 ctx
->Texture
.Proxy1D
->Image
[i
] = _mesa_alloc_texture_image();
1291 ctx
->Texture
.Proxy2D
->Image
[i
] = _mesa_alloc_texture_image();
1292 ctx
->Texture
.Proxy3D
->Image
[i
] = _mesa_alloc_texture_image();
1293 if (!ctx
->Texture
.Proxy1D
->Image
[i
]
1294 || !ctx
->Texture
.Proxy2D
->Image
[i
]
1295 || !ctx
->Texture
.Proxy3D
->Image
[i
]) {
1296 out_of_memory
= GL_TRUE
;
1299 if (out_of_memory
) {
1300 for (i
=0;i
<MAX_TEXTURE_LEVELS
;i
++) {
1301 if (ctx
->Texture
.Proxy1D
->Image
[i
]) {
1302 _mesa_free_texture_image(ctx
->Texture
.Proxy1D
->Image
[i
]);
1304 if (ctx
->Texture
.Proxy2D
->Image
[i
]) {
1305 _mesa_free_texture_image(ctx
->Texture
.Proxy2D
->Image
[i
]);
1307 if (ctx
->Texture
.Proxy3D
->Image
[i
]) {
1308 _mesa_free_texture_image(ctx
->Texture
.Proxy3D
->Image
[i
]);
1311 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy1D
);
1312 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy2D
);
1313 gl_free_texture_object(NULL
, ctx
->Texture
.Proxy3D
);
1324 * Initialize a GLcontext struct.
1327 _mesa_initialize_context( GLcontext
*ctx
,
1329 GLcontext
*share_list
,
1333 (void) direct
; /* not used */
1335 /* misc one-time initializations */
1338 ctx
->DriverCtx
= driver_ctx
;
1339 ctx
->Visual
= visual
;
1340 ctx
->DrawBuffer
= NULL
;
1341 ctx
->ReadBuffer
= NULL
;
1343 ctx
->VB
= gl_vb_create_for_immediate( ctx
);
1348 ctx
->input
= ctx
->VB
->IM
;
1350 ctx
->PB
= gl_alloc_pb();
1358 /* share the group of display lists of another context */
1359 ctx
->Shared
= share_list
->Shared
;
1362 /* allocate new group of display lists */
1363 ctx
->Shared
= alloc_shared_state();
1371 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1372 ctx
->Shared
->RefCount
++;
1373 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1375 init_attrib_groups( ctx
);
1377 gl_reset_vb( ctx
->VB
);
1378 gl_reset_input( ctx
);
1380 if (visual
->DBflag
) {
1381 ctx
->Color
.DrawBuffer
= GL_BACK
;
1382 ctx
->Color
.DriverDrawBuffer
= GL_BACK_LEFT
;
1383 ctx
->Color
.DrawDestMask
= BACK_LEFT_BIT
;
1384 ctx
->Pixel
.ReadBuffer
= GL_BACK
;
1385 ctx
->Pixel
.DriverReadBuffer
= GL_BACK_LEFT
;
1388 ctx
->Color
.DrawBuffer
= GL_FRONT
;
1389 ctx
->Color
.DriverDrawBuffer
= GL_FRONT_LEFT
;
1390 ctx
->Color
.DrawDestMask
= FRONT_LEFT_BIT
;
1391 ctx
->Pixel
.ReadBuffer
= GL_FRONT
;
1392 ctx
->Pixel
.DriverReadBuffer
= GL_FRONT_LEFT
;
1395 if (!alloc_proxy_textures(ctx
)) {
1396 free_shared_state(ctx
, ctx
->Shared
);
1403 /* setup API dispatch tables */
1404 ctx
->Exec
= (struct _glapi_table
*) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1405 ctx
->Save
= (struct _glapi_table
*) CALLOC(_glapi_get_dispatch_table_size() * sizeof(void *));
1406 if (!ctx
->Exec
|| !ctx
->Save
) {
1407 free_shared_state(ctx
, ctx
->Shared
);
1414 _mesa_init_exec_table( ctx
->Exec
);
1415 _mesa_init_dlist_table( ctx
->Save
);
1416 ctx
->CurrentDispatch
= ctx
->Exec
;
1424 * Allocate and initialize a GLcontext structure.
1425 * Input: visual - a GLvisual pointer
1426 * sharelist - another context to share display lists with or NULL
1427 * driver_ctx - pointer to device driver's context state struct
1428 * Return: pointer to a new gl_context struct or NULL if error.
1431 gl_create_context( GLvisual
*visual
,
1432 GLcontext
*share_list
,
1436 GLcontext
*ctx
= (GLcontext
*) CALLOC( sizeof(GLcontext
) );
1441 if (_mesa_initialize_context(ctx
, visual
, share_list
, driver_ctx
, direct
)) {
1453 * Free the data associated with the given context.
1454 * But don't free() the GLcontext struct itself!
1457 gl_free_context_data( GLcontext
*ctx
)
1459 struct gl_shine_tab
*s
, *tmps
;
1462 /* if we're destroying the current context, unbind it first */
1463 if (ctx
== gl_get_current_context()) {
1464 gl_make_current(NULL
, NULL
);
1467 gl_matrix_dtr( &ctx
->ModelView
);
1468 for (i
= 0; i
< MAX_MODELVIEW_STACK_DEPTH
- 1; i
++) {
1469 gl_matrix_dtr( &ctx
->ModelViewStack
[i
] );
1471 gl_matrix_dtr( &ctx
->ProjectionMatrix
);
1472 for (i
= 0; i
< MAX_PROJECTION_STACK_DEPTH
- 1; i
++) {
1473 gl_matrix_dtr( &ctx
->ProjectionStack
[i
] );
1475 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1476 gl_matrix_dtr( &ctx
->TextureMatrix
[i
] );
1477 for (j
= 0; j
< MAX_TEXTURE_STACK_DEPTH
- 1; j
++) {
1478 gl_matrix_dtr( &ctx
->TextureStack
[i
][j
] );
1484 if (ctx
->input
!= ctx
->VB
->IM
)
1485 gl_immediate_free( ctx
->input
);
1487 gl_vb_free( ctx
->VB
);
1489 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
1490 ctx
->Shared
->RefCount
--;
1491 assert(ctx
->Shared
->RefCount
>= 0);
1492 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
1493 if (ctx
->Shared
->RefCount
== 0) {
1494 /* free shared state */
1495 free_shared_state( ctx
, ctx
->Shared
);
1498 foreach_s( s
, tmps
, ctx
->ShineTabList
) {
1501 FREE( ctx
->ShineTabList
);
1503 /* Free proxy texture objects */
1504 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy1D
);
1505 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy2D
);
1506 gl_free_texture_object( NULL
, ctx
->Texture
.Proxy3D
);
1508 /* Free evaluator data */
1509 if (ctx
->EvalMap
.Map1Vertex3
.Points
)
1510 FREE( ctx
->EvalMap
.Map1Vertex3
.Points
);
1511 if (ctx
->EvalMap
.Map1Vertex4
.Points
)
1512 FREE( ctx
->EvalMap
.Map1Vertex4
.Points
);
1513 if (ctx
->EvalMap
.Map1Index
.Points
)
1514 FREE( ctx
->EvalMap
.Map1Index
.Points
);
1515 if (ctx
->EvalMap
.Map1Color4
.Points
)
1516 FREE( ctx
->EvalMap
.Map1Color4
.Points
);
1517 if (ctx
->EvalMap
.Map1Normal
.Points
)
1518 FREE( ctx
->EvalMap
.Map1Normal
.Points
);
1519 if (ctx
->EvalMap
.Map1Texture1
.Points
)
1520 FREE( ctx
->EvalMap
.Map1Texture1
.Points
);
1521 if (ctx
->EvalMap
.Map1Texture2
.Points
)
1522 FREE( ctx
->EvalMap
.Map1Texture2
.Points
);
1523 if (ctx
->EvalMap
.Map1Texture3
.Points
)
1524 FREE( ctx
->EvalMap
.Map1Texture3
.Points
);
1525 if (ctx
->EvalMap
.Map1Texture4
.Points
)
1526 FREE( ctx
->EvalMap
.Map1Texture4
.Points
);
1528 if (ctx
->EvalMap
.Map2Vertex3
.Points
)
1529 FREE( ctx
->EvalMap
.Map2Vertex3
.Points
);
1530 if (ctx
->EvalMap
.Map2Vertex4
.Points
)
1531 FREE( ctx
->EvalMap
.Map2Vertex4
.Points
);
1532 if (ctx
->EvalMap
.Map2Index
.Points
)
1533 FREE( ctx
->EvalMap
.Map2Index
.Points
);
1534 if (ctx
->EvalMap
.Map2Color4
.Points
)
1535 FREE( ctx
->EvalMap
.Map2Color4
.Points
);
1536 if (ctx
->EvalMap
.Map2Normal
.Points
)
1537 FREE( ctx
->EvalMap
.Map2Normal
.Points
);
1538 if (ctx
->EvalMap
.Map2Texture1
.Points
)
1539 FREE( ctx
->EvalMap
.Map2Texture1
.Points
);
1540 if (ctx
->EvalMap
.Map2Texture2
.Points
)
1541 FREE( ctx
->EvalMap
.Map2Texture2
.Points
);
1542 if (ctx
->EvalMap
.Map2Texture3
.Points
)
1543 FREE( ctx
->EvalMap
.Map2Texture3
.Points
);
1544 if (ctx
->EvalMap
.Map2Texture4
.Points
)
1545 FREE( ctx
->EvalMap
.Map2Texture4
.Points
);
1547 _mesa_free_colortable_data( &ctx
->ColorTable
);
1548 _mesa_free_colortable_data( &ctx
->PostConvolutionColorTable
);
1549 _mesa_free_colortable_data( &ctx
->PostColorMatrixColorTable
);
1550 _mesa_free_colortable_data( &ctx
->Texture
.Palette
);
1552 /* Free cache of immediate buffers. */
1553 while (ctx
->nr_im_queued
-- > 0) {
1554 struct immediate
* next
= ctx
->freed_im_queue
->next
;
1555 FREE( ctx
->freed_im_queue
);
1556 ctx
->freed_im_queue
= next
;
1558 gl_extensions_dtr(ctx
);
1567 * Destroy a GLcontext structure.
1570 gl_destroy_context( GLcontext
*ctx
)
1573 gl_free_context_data(ctx
);
1574 FREE( (void *) ctx
);
1581 * Called by the driver after both the context and driver are fully
1582 * initialized. Currently just reads the config file.
1585 gl_context_initialize( GLcontext
*ctx
)
1587 gl_read_config_file( ctx
);
1593 * Copy attribute groups from one context to another.
1594 * Input: src - source context
1595 * dst - destination context
1596 * mask - bitwise OR of GL_*_BIT flags
1599 gl_copy_context( const GLcontext
*src
, GLcontext
*dst
, GLuint mask
)
1601 if (mask
& GL_ACCUM_BUFFER_BIT
) {
1602 MEMCPY( &dst
->Accum
, &src
->Accum
, sizeof(struct gl_accum_attrib
) );
1604 if (mask
& GL_COLOR_BUFFER_BIT
) {
1605 MEMCPY( &dst
->Color
, &src
->Color
, sizeof(struct gl_colorbuffer_attrib
) );
1607 if (mask
& GL_CURRENT_BIT
) {
1608 MEMCPY( &dst
->Current
, &src
->Current
, sizeof(struct gl_current_attrib
) );
1610 if (mask
& GL_DEPTH_BUFFER_BIT
) {
1611 MEMCPY( &dst
->Depth
, &src
->Depth
, sizeof(struct gl_depthbuffer_attrib
) );
1613 if (mask
& GL_ENABLE_BIT
) {
1616 if (mask
& GL_EVAL_BIT
) {
1617 MEMCPY( &dst
->Eval
, &src
->Eval
, sizeof(struct gl_eval_attrib
) );
1619 if (mask
& GL_FOG_BIT
) {
1620 MEMCPY( &dst
->Fog
, &src
->Fog
, sizeof(struct gl_fog_attrib
) );
1622 if (mask
& GL_HINT_BIT
) {
1623 MEMCPY( &dst
->Hint
, &src
->Hint
, sizeof(struct gl_hint_attrib
) );
1625 if (mask
& GL_LIGHTING_BIT
) {
1626 MEMCPY( &dst
->Light
, &src
->Light
, sizeof(struct gl_light_attrib
) );
1627 /* gl_reinit_light_attrib( &dst->Light ); */
1629 if (mask
& GL_LINE_BIT
) {
1630 MEMCPY( &dst
->Line
, &src
->Line
, sizeof(struct gl_line_attrib
) );
1632 if (mask
& GL_LIST_BIT
) {
1633 MEMCPY( &dst
->List
, &src
->List
, sizeof(struct gl_list_attrib
) );
1635 if (mask
& GL_PIXEL_MODE_BIT
) {
1636 MEMCPY( &dst
->Pixel
, &src
->Pixel
, sizeof(struct gl_pixel_attrib
) );
1638 if (mask
& GL_POINT_BIT
) {
1639 MEMCPY( &dst
->Point
, &src
->Point
, sizeof(struct gl_point_attrib
) );
1641 if (mask
& GL_POLYGON_BIT
) {
1642 MEMCPY( &dst
->Polygon
, &src
->Polygon
, sizeof(struct gl_polygon_attrib
) );
1644 if (mask
& GL_POLYGON_STIPPLE_BIT
) {
1645 /* Use loop instead of MEMCPY due to problem with Portland Group's
1646 * C compiler. Reported by John Stone.
1649 for (i
=0;i
<32;i
++) {
1650 dst
->PolygonStipple
[i
] = src
->PolygonStipple
[i
];
1653 if (mask
& GL_SCISSOR_BIT
) {
1654 MEMCPY( &dst
->Scissor
, &src
->Scissor
, sizeof(struct gl_scissor_attrib
) );
1656 if (mask
& GL_STENCIL_BUFFER_BIT
) {
1657 MEMCPY( &dst
->Stencil
, &src
->Stencil
, sizeof(struct gl_stencil_attrib
) );
1659 if (mask
& GL_TEXTURE_BIT
) {
1660 MEMCPY( &dst
->Texture
, &src
->Texture
, sizeof(struct gl_texture_attrib
) );
1662 if (mask
& GL_TRANSFORM_BIT
) {
1663 MEMCPY( &dst
->Transform
, &src
->Transform
, sizeof(struct gl_transform_attrib
) );
1665 if (mask
& GL_VIEWPORT_BIT
) {
1666 MEMCPY( &dst
->Viewport
, &src
->Viewport
, sizeof(struct gl_viewport_attrib
) );
1672 * Set the current context, binding the given frame buffer to the context.
1674 void gl_make_current( GLcontext
*newCtx
, GLframebuffer
*buffer
)
1676 gl_make_current2( newCtx
, buffer
, buffer
);
1681 * Bind the given context to the given draw-buffer and read-buffer
1682 * and make it the current context for this thread.
1684 void gl_make_current2( GLcontext
*newCtx
, GLframebuffer
*drawBuffer
,
1685 GLframebuffer
*readBuffer
)
1688 GLcontext
*oldCtx
= gl_get_context();
1690 /* Flush the old context
1693 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx
, "gl_make_current");
1695 /* unbind frame buffers from context */
1696 if (oldCtx
->DrawBuffer
) {
1697 oldCtx
->DrawBuffer
= NULL
;
1699 if (oldCtx
->ReadBuffer
) {
1700 oldCtx
->ReadBuffer
= NULL
;
1705 /* We call this function periodically (just here for now) in
1706 * order to detect when multithreading has begun.
1708 _glapi_check_multithread();
1710 _glapi_set_context((void *) newCtx
);
1711 ASSERT(gl_get_current_context() == newCtx
);
1713 SET_IMMEDIATE(newCtx
, newCtx
->input
);
1714 _glapi_set_dispatch(newCtx
->CurrentDispatch
);
1717 _glapi_set_dispatch(NULL
); /* none current */
1720 if (MESA_VERBOSE
) fprintf(stderr
, "gl_make_current()\n");
1722 if (newCtx
&& drawBuffer
&& readBuffer
) {
1723 /* TODO: check if newCtx and buffer's visual match??? */
1724 newCtx
->DrawBuffer
= drawBuffer
;
1725 newCtx
->ReadBuffer
= readBuffer
;
1726 newCtx
->NewState
= NEW_ALL
; /* just to be safe */
1727 gl_update_state( newCtx
);
1730 /* We can use this to help debug user's problems. Tell the to set
1731 * the MESA_INFO env variable before running their app. Then the
1732 * first time each context is made current we'll print some useful
1735 if (newCtx
&& newCtx
->FirstTimeCurrent
) {
1736 if (getenv("MESA_INFO")) {
1737 fprintf(stderr
, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION
));
1738 fprintf(stderr
, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER
));
1739 fprintf(stderr
, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR
));
1740 fprintf(stderr
, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS
));
1741 #if defined(THREADS)
1742 fprintf(stderr
, "Mesa thread-safe: YES\n");
1744 fprintf(stderr
, "Mesa thread-safe: NO\n");
1746 #if defined(USE_X86_ASM)
1747 fprintf(stderr
, "Mesa x86-optimized: YES\n");
1749 fprintf(stderr
, "Mesa x86-optimized: NO\n");
1752 newCtx
->FirstTimeCurrent
= GL_FALSE
;
1759 * Return current context handle for the calling thread.
1760 * This isn't the fastest way to get the current context.
1761 * If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
1763 GLcontext
*gl_get_current_context( void )
1765 return (GLcontext
*) _glapi_get_context();
1771 * This should be called by device drivers just before they do a
1772 * swapbuffers. Any pending rendering commands will be executed.
1775 _mesa_swapbuffers(GLcontext
*ctx
)
1777 FLUSH_VB( ctx
, "swap buffers" );
1783 * Return pointer to this context's current API dispatch table.
1784 * It'll either be the immediate-mode execute dispatcher or the
1785 * display list compile dispatcher.
1787 struct _glapi_table
*
1788 _mesa_get_dispatch(GLcontext
*ctx
)
1790 return ctx
->CurrentDispatch
;
1795 /**********************************************************************/
1796 /***** Miscellaneous functions *****/
1797 /**********************************************************************/
1801 * This function is called when the Mesa user has stumbled into a code
1802 * path which may not be implemented fully or correctly.
1804 void gl_problem( const GLcontext
*ctx
, const char *s
)
1806 fprintf( stderr
, "Mesa implementation error: %s\n", s
);
1807 fprintf( stderr
, "Report to mesa-bugs@mesa3d.org\n" );
1814 * This is called to inform the user that he or she has tried to do
1815 * something illogical or if there's likely a bug in their program
1816 * (like enabled depth testing without a depth buffer).
1818 void gl_warning( const GLcontext
*ctx
, const char *s
)
1824 if (getenv("MESA_DEBUG")) {
1832 fprintf( stderr
, "Mesa warning: %s\n", s
);
1840 * Compile an error into current display list.
1842 void gl_compile_error( GLcontext
*ctx
, GLenum error
, const char *s
)
1844 if (ctx
->CompileFlag
)
1845 gl_save_error( ctx
, error
, s
);
1847 if (ctx
->ExecuteFlag
)
1848 gl_error( ctx
, error
, s
);
1854 * This is Mesa's error handler. Normally, all that's done is the updating
1855 * of the current error value. If Mesa is compiled with -DDEBUG or if the
1856 * environment variable "MESA_DEBUG" is defined then a real error message
1857 * is printed to stderr.
1858 * Input: error - the error value
1859 * s - a diagnostic string
1861 void gl_error( GLcontext
*ctx
, GLenum error
, const char *s
)
1868 if (getenv("MESA_DEBUG")) {
1881 strcpy( errstr
, "GL_NO_ERROR" );
1883 case GL_INVALID_VALUE
:
1884 strcpy( errstr
, "GL_INVALID_VALUE" );
1886 case GL_INVALID_ENUM
:
1887 strcpy( errstr
, "GL_INVALID_ENUM" );
1889 case GL_INVALID_OPERATION
:
1890 strcpy( errstr
, "GL_INVALID_OPERATION" );
1892 case GL_STACK_OVERFLOW
:
1893 strcpy( errstr
, "GL_STACK_OVERFLOW" );
1895 case GL_STACK_UNDERFLOW
:
1896 strcpy( errstr
, "GL_STACK_UNDERFLOW" );
1898 case GL_OUT_OF_MEMORY
:
1899 strcpy( errstr
, "GL_OUT_OF_MEMORY" );
1902 strcpy( errstr
, "unknown" );
1905 fprintf( stderr
, "Mesa user error: %s in %s\n", errstr
, s
);
1908 if (ctx
->ErrorValue
==GL_NO_ERROR
) {
1909 ctx
->ErrorValue
= error
;
1912 /* Call device driver's error handler, if any. This is used on the Mac. */
1913 if (ctx
->Driver
.Error
) {
1914 (*ctx
->Driver
.Error
)( ctx
);
1921 _mesa_Finish( void )
1923 GET_CURRENT_CONTEXT(ctx
);
1924 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFinish");
1925 if (ctx
->Driver
.Finish
) {
1926 (*ctx
->Driver
.Finish
)( ctx
);
1935 GET_CURRENT_CONTEXT(ctx
);
1936 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
, "glFlush");
1937 if (ctx
->Driver
.Flush
) {
1938 (*ctx
->Driver
.Flush
)( ctx
);